<?xml version="1.0"?>
<rss version="2.0"><channel><title>W3D Hub News</title><link>https://w3dhub.com/forum/rss/1-w3d-hub-news.xml/</link><description>News from W3D Hub</description><language>en</language><item><title>RA2:AR - Update 0.9.0.13</title><link><![CDATA[https://w3dhub.com/forum/topic/450347-ra2ar-update-09013/?do=findComment&comment=763470]]></link><description>Hi everyone, it's been a while!
 


	We've been on a nice long break, but has returned with a small patch to add some QoL and improve the balance a little bit.
 


	Take a read below to check out what we've been up to!
 


	Update 0.9.0.13
 


	The changelog for update 0.9.0.13 is below:
 




	That's all folks!
 


	Head over to the discord for all of out latest updates.
 


	Please leave your feedback on Discord and we'll look at a larger balance patch for next time! Stay tuned for that!
 


	- @ OWA, @ moonsense715 and the AR Dev Team</description><enclosure url="https://w3dhub.com/forum/uploads/monthly_2026_06/image.png.b9fa997d627fa7cf59b5f3f055475f28.png" length="2055952" type="image/png"/><pubDate>Sat, 27 Jun 2026 14:43:01 +0000</pubDate></item><item><title>Red Alert: A Path Beyond Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450336-red-alert-a-path-beyond-game-night/?do=findComment&comment=763451]]></link><description>[blurb]On July 12th at 7 PM GMT[/blurb]</description><pubDate>Fri, 19 Jun 2026 15:29:05 +0000</pubDate></item><item><title>Red Alert 2: Apocalypse Rising Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450335-red-alert-2-apocalypse-rising-game-night/?do=findComment&comment=763450]]></link><description>[blurb]On June 27th at 7 PM GMT[/blurb]</description><pubDate>Fri, 19 Jun 2026 15:26:48 +0000</pubDate></item><item><title>Battle for Dune: War of Assassins Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450317-battle-for-dune-war-of-assassins-game-night/?do=findComment&comment=763424]]></link><description>[blurb]On June 6th at 7 PM GMT[/blurb]</description><pubDate>Thu, 04 Jun 2026 13:05:13 +0000</pubDate></item><item><title>APB 3.8.0.0 Changelog</title><link><![CDATA[https://w3dhub.com/forum/topic/450290-apb-3800-changelog/?do=findComment&comment=763371]]></link><description><![CDATA[3.8.0.0 Changelog
 


	The Big Changes
 


	Overhead Map and Scoreboard Overlay



	
		Hold Tab to see the current map name, an overhead view of the map, and player names/information. The map features range indication circles for units that have effect ranges.
	
	
		The scoreboard on either side of this map (left side = friendly team, right side = enemy team) replaces the player list at the top right, and includes information not previously available at the top right, such as players’ pings and the types of units your team is using.
	
	
		🚨You may need to bind Tab as your map key, under Controls -&gt; Communications -&gt; Map &amp; Player Info. We recommend setting your keys to Defaults which will also accomplish this.
	



	Major Infantry Combat Rehaul



	There has been a major infantry combat overhaul. Notes are below.
 


	Naval Updates



	
		In Red Alert, Naval Transports could carry 5 units at a time, including vehicles. As such, it has been a long dream of ours to be able to include some form of the feature that allows cargo such as ground-based vehicles to be able to stow onto Naval Transports. Now, we finally can!
	
	
		The Dinghy is now available for purchase on naval maps (both teams), even when the naval factory is destroyed. A small, sleek motorboat costing 200, they allow infantry to fire their personal weapons while driving.
	
	
		The Helicarrier is now available for purchase for Soviets at Tech Level 4. The Soviet answer to Allied naval staying power, this multi-purpose support ship wields a powerful rocket turret to bolster the Soviets’ position in naval encounters. May dock, rearm, and repair the health (not shields) of friendly helicopters. Uses new cargo stowing logic to handle this.
	
	
		Gunboats, Destroyers, and Helicarriers now have a Sonar ability as a Quickcast option (default Q). Any enemy submarines within range will have an objective marker placed on them for 30s, and the player will be notified if they detected a submarine. The detection range is equal to the targeting range of the weapons for each respective ship.
	
	
		Submarines are now less helpless if Allied ships close the distance. Attack Subs now have a deck gun as a secondary fire option; it’s less powerful than torpedoes, but it fires faster and can strike both flanking ships and targets on land. The Missile Sub secondary fire now does damage against all targets; while it’s primarily intended to fight Longbows, it can pack enough of a punch against ships to be a viable combat option.
	



	Added ballistic trajectory previews for arced weapons



	
		This new feature allows drivers of weapons that have arcs (e.g. Artillery, V2, Grenadier, C4) to preview where the weapon will hit before they fire.
	
	
		There is a key (default: G) to toggle this feature.
	
	
		Default preview behavior is adjustable in options.
	



	Added middle click spotting and new radio commands



	
		Those players familiar with RA2: Apocalypse Rising and the most recent Tiberian Sun: Reborn update will know well of the feature that allows players to spot enemy and friendly focal targets using the middle click button. This is now coming to APB!
	
	
		Additionally, Allies and Soviets now have separate audio for radio commands.
	



	Updated HUD and Loading Screens



	
		The in-game display features a new artistic style, with weapon info separated to the right side of the screen.
	
	
		Switched to new loading screen logic, including "click or space to continue" once done loading, and gameplay tips. Features new high resolution, widescreen loading screen overlay with a background model that's mostly black and has a loading bar.
	



	Infantry Parachute From Aircraft



	
		Infantry now parachute from Aircraft in APB. This feature is now in-engine, which means it is better supported than it previously was on W3D games, and less prone to latency.
	



	Gap Logic Changes



	
		Gap effects from the Gap Generator and Mobile Gap Generator no longer provide stealth ability to nearby friendlies. Instead, they now make all nearby friendly units untargetable and hide player nameplates. Gap Generators display a circle on the overhead map to enemy players.
	



	Vehicle Reinforcement Purchases



	
		All destroyed War Factories can now deliver purchased Supply Trucks (increased cost), Medium/Heavy Tanks (increased cost), and Ore Trucks, accessible from the sidebar. This was previously a feature tied to most Radar Domes and dependent on terminals inside the Dome.
	



	Capture Zones



	
		Instead of capturing terminals with repair tools, all infantry can capture Pumpjacks and Resource Silos by standing inside the zone. Normal capture time is 16s. Engineers capture at 4x speed and Technicians capture at 2x speed. A team flag is raised when a site is being captured.
	



	Vehicle Headlights and Dynamic Lighting



	
		Vehicles now feature headlights, taillights, and brakelights that dynamically illuminate the terrain around them. The default headlight toggle is Y.
	



	Thief Hijacking



	
		In addition to finally receiving the Zorro version of the Thief, he can now steal enemies’ vehicles in the field from right under their noses!
	



	New / Returning Maps: ShallowGrave and TheWoodsToday



	
		These two maps have been long anticipated to return. Similar to other maps we have reconstructed in the past, these have been brought up to and surpass existing standards. Check their notes below for specifics!
	



	*** If you’re installing the game with a pre-existing install, you may need to bind these keys or set controls to default.



	
		Use Horn (J)
	
	
		Headlight Toggle (Y)
	
	
		Stowing/Unstowing (P)
	
	
		Activate Special Weapon (recommend changing from 6 to Q)
	
	
		Trajectory Preview (G)
	
	
		Map &amp; Player Info (Tab)
	



	General Game Changes/Miscellaneous
 


	
		Horns now use the horn feature with a dedicated horn key.
	
	
		New cloaking sound.
	
	
		Third-person special-damage wounded flinch animation, such as fire or electric, is now suppressed to avoid the brief aim disruption caused by those full-body reactions.
	
	
		AA now damages infantry, and only fires with lock-on. (Strela, Redeye)
	
	
		A number of new assets have been added for rocks, trees, and props. The newer trees in the pack all have lightly animated swaying branches.
	
	
		Improved gatling logic.
	
	
		Driver models are now animated.
	
	
		Binocular Markers reveal enemies within 60m on the overhead map to friendlies. They place an objective marker, expire after 10s (down from 30s), and feature a visible cooldown on the HUD.
	
	
		C4 changed to kill points over damage points.
	
	
		Allied, Soviet, and Neutral house colors have been adjusted.
	
	
		House colors have been assigned for the possible 8 teams.
	
	
		Ants have been assigned to team 3.
	
	
		Tanya crate properly changes the player to Tanya.
	
	
		Removed special collision settings from the Molotov Brothers.
	
	
		Enabled leg twist.
	
	
		Improved the visuals of Tesla-based projectiles (Shock Rifle, Tesla Tank, Tesla Coil).
	
	
		Chrono Tank targeting map now mirrors overhead radar settings (no longer does it reveal objects beyond the normal radar range).
	
	
		Cleanup for fixed owner forced-entry. If you enter your vehicle before the script puts you in it, it will no longer force you back into the vehicle if you exit.
	
	
		Removed/replaced Tiberian Dawn music tracks in the map Jukeboxes.
	
	
		Other small aesthetic changes, too numerous to list.
	



	HUD
 


	
		RA-styled art direction.
	
	
		Replaced legacy player scores and team info on the top right with more modern design.
	
	
		Added building icons/healthbars to the top right.
	
	
		Remade the health/shield bars.
	
	
		Adjusted positions of the HUD elements. Weapon and clip info is now on the bottom right of the screen.
	
	
		Added team-colored grid lines as part of element background stylization.
	
	
		Added weapon chart with visible cooldown timers.
	
	
		Added bullet bar.
	
	
		Removed H icon.
	
	
		Added objective marker to inform players the location of their vehicle purchase.
	
	
		Added objective markers for refilling locations for Minelayers, Helicopters, and Airplanes.
	
	
		Adjusted fonts on HUD. Added a new RA1 type font.
	
	
		Weapons with infinite ammo now show an infinity symbol, rather than 999.
	
	
		Sneak Icon inverted. Instead of the crossout eye icon appearing when the player sneaks, the eye icon disappears.
	
	
		Moved shift cooldown text to the bottom right.
	
	
		Added APB Beta font to always for anyone who wants to use it in custom HUD files (named APB_Beta.ttf).
	



	Radar Compass
 


	
		Circular radar compass now uses the overhead map image.
	
	
		Decreased radar world size. 75m -&gt; 60m
	
	
		Sneak detection distances decreased proportionally to the new radar world size. Infantry with previously 50m sneak detection now have 40m, and 25m now have 20m.
	
	
		Compass direction letters no longer freeze when the radar is disabled.
	
	
		All radar icons have been replaced with new art.
	
	
		Blips for base buildings and defenses display healthbars when damaged.
	
	
		The home base icon has changed from a universal fixed object to one that only appears once all that team’s base buildings are out of range of the compass. It flashes if any of the buildings are under attack.
	
	
		Self blip is now green.
	



	Sounds
 


	
		New health alarm and sinking sounds for naval units.
	
	
		New aircraft alarms and Soviet Chinook horn.
	
	
		Infantry now grunt when taking damage.
	
	
		Adjusted vehicle damage alarms.
	
	
		Updated bullet whiz effect.
	



	General Infantry Changes
 


	
		Almost all infantry speeds were reduced.
	
	
		Swim time for all infantry has been increased to 20s before they start taking damage (was 10s).
	
	
		Organized all infantry weapons key slots.
	
	
		Headshot multiplier reduced to 4x from 5x.
	
	
		Increased swim speed multiplier for all infantry from 0.65 -&gt; 0.75.
	
	
		Enabled camera FOV changing while sprinting.
	
	
		Enabled third person camera offset for crouching.
	
	
		General weaponry can now destroy C4 charges.
	
	
		Various infinite ammo weapons now show infinite ammo instead of 0.
	
	
		New pump sound effects for both the Remington and TOZ.
	
	
		Added first-person fire animation ROF dilation.
	
	
		C4 now has unlimited ammo, reloads on cooldown, its reload time has been increased to compensate, and can be destroyed by all weapons but not as quickly as Repair Tools.
	
	
		Switch times for all weapons have been halved.
	
	
		All pistols are no longer hitscan.
	
	
		All first person weapon positions have been more centred and brought in closer.
	



	Both Engineers
 


	Golden Wrench



	 
 


	
		Nerfed repairs vs non-mct structures.
	
	
		Buffed MCT repairs.
	
	
		Can now repair friendly C4.
	



	Shovel



	
		Changed Ammo from 5 to 1 Clip Size and infinity Ammo.
	
	
		Reload now has cooldown.
	
	
		Increased Reload Time.
	
	
		Set to reload while sprinting.
	



	Allied Rifle
 


	
		New M16 model.
	



	Thief
 


	
		Zorro Thief model added.
	
	
		The Thief has been given a crowbar with an ability to hijack most enemy vehicles. Cannot hijack MAD Tanks or Ore Trucks.
	



	Spy
 


	
		Flamethrower version is now a permanent 5th purchase option. The Shock/Flame Spy swap on certain maps has been removed.
	



	Medic
 


	
		Decreased cost from 750 &gt; 550
	



	Medical Cache



	
		Can now be destroyed.
	
	
		Up to 3 can be placed at once.
	



	Medic Heal



	
		This is now a Quick Cast ability, the default key is Q to use.
	
	
		Will now reload passively as a Cooldown.
	



	MP5



	
		Rate of Fire increased.
	
	
		Damage reduced slightly to compensate.
	



	Mechanic
 


	
		M1 Carbine now replaces his pistol.
	



	Sergeant
 


	Remington



	
		Re-added its Dragon Breath ability that causes burning over time.
	
	
		Decreased Range from 65 to 45.
	
	
		Increased its Spray Angle slightly.
	



	Allied Sniper
 


	
		Now has the Beretta Pistol as a sidearm.
	



	Lee-Enfield



	
		Decreased Projectile Velocity slightly.
	
	
		Increased its Spray Angle unscoped.
	



	Tanya
 


	Colt 45



	
		Increased its Rate of Fire to better reflect having an imaginary 2nd Colt.
	



	Flamethrower 
 


	LPO-50



	
		Decreased Range by almost half.
	
	
		Decreased Damage.
	
	
		Decreased Ammo Count
	
	
		Decreased Rate of Fire.
	
	
		Increased Spray Angle.
	
	
		Increased Spray Projectile Count.
	



	Sharshina
 


	TOZ



	
		Decreased Range.
	
	
		Increased Rate of Fire.
	
	
		Increased Damage.
	



	Grenadier
 


	
		Increased cost from 160 &gt; 300.
	
	
		Granted two additional grenade types: a smoke grenade for ambushing or disappearing, and a concussion grenade to disorient enemy soldiers, slowing their movement and reload speed for easy takedown.
	



	Soviet Sniper
 


	
		New SVT weapon replaces Dragunov (SVD now used as a Molotov Brothers weapon).
	
	
		Now has a Makarov Pistol as a Sidearm.
	



	Volkov
 


	
		Cost reduced from 1800 to 1200.
	
	
		Napalm Grenade removed.
	
	
		Anti-Vehicle Scope removed.
	
	
		Both Anti-Vehicle shot and Anti-Infantry shot are combined into 1 weapon (left click for Anti-Vehicle and right click for Anti-Infantry).
	
	
		Clip size reduced from 12 to 6.
	
	
		Anti-Vehicle shot Rate of Fire increased from 1 to 2.
	
	
		Anti-Infantry shot Rate of Fire increased from 2 to 3.
	
	
		Reduced Anti-Vehicle damage from 70 to 35.
	
	
		Now takes 90 damage from max fall distance (was 50).
	



	General Vehicle Changes
 


	
		Added LOD to most of the vehicles, which is intended to improve performance..
	
	
		Raised/lowered damage scale for vehicle strong/weakpoints by 0.05 (1.25 &gt; 1.3, 0.75 &gt; 0.7).
	
	
		Cameras adjusted for nearly all ground vehicles (FOV change to 80 and camera distances tightened).
	
	
		Added strong/weakpoints to more vehicles.
	
	
		Updated textures on many of the vehicles.
	
	
		Updated visible seat logic.
	
	
		Free aim while driving is now optionally a toggle instead of hold-to-switch.
	
	
		Minelayers now lay only their specific mine type, even if stolen by enemies.
	
	
		Minelayer alternate fire (disarm own mine type) now has ammo cost of 0, charge time increased from 1s to 2s.
	
	
		Tanks have been given more accurate barrels.
	
	
		Fixed missing stealth effect.
	
	
		Vehicle icons now show under player names.
	
	
		Vehicle purchase reinforcements have been untied from the Radar Dome and added to the sidebar for any instance where a War Factory is destroyed.
	
	
		Increased delay for forced entry on ground vehicles. 0s &gt; 3s
	
	
		Vehicles that start damaged now use a random damage script instead of a preset with fixed starting damage.
	
	
		Cargo Transports now have pips to show how full they are where green is for infantry and red is for vehicles.
	
	
		New model for vehicle landing flares.
	



	Allied Artillery
 


	
		Reload time increased from 4.5 &gt; 5
	
	
		Splash radius decreased from 18 &gt; 14
	



	Allied Minelayer
 


	
		Increased mine storage from 5 &gt; 8
	



	Mobile Gap Generator
 


	
		Now deployable. Similar to how the Mobile Radar Jammer deploys, players can press Q to exit and lock the vehicle, allowing its visually blocking bubble to continue functioning.
	
	
		No longer provides stealth. Instead, friendly objects inside the bubble become untargetable for enemies.
	
	
		Fix: Players can now exit multiple sides of the vehicle.
	



	Phase Tank
 


	
		Added new HOT-3 missile projectile.
	



	Mobile Radar Jammer
 


	
		Introduced localized jamming. This feature allows the Radar Jammer to block the radar of all enemy units within 125m.
	
	
		Decreased jamming range to the enemy Radar Dome. 350m -&gt; 300m
	
	
		Increased Health/Armor from 250 &gt; 275.
	
	
		Adjusted some suspension values to prevent the vehicle getting stuck easily.
	
	
		Updated animation and deployed model.
	
	
		Now available on maps that don’t feature a Radar Dome (still Tech Level 4).
	



	Chrono Tank
 


	
		Fixed Chrono Tank first person camera.
	
	
		Added an unfreeze time of 2 seconds.
	
	
		Increased chronoshift cooldown timer from 30s to 33s.
	



	V2 Rocket Launcher
 


	
		Splash radius decreased from 25 &gt; 20
	



	Tesla Tank
 


	
		Updated model.
	
	
		Added 3-tiered charging system for its weapon, and new crosshair elements to assist. Click immediately to fire its weakest tier. Hold a bit and release to fire stronger. Wait the full timer for it to fire the full blast.
	
	
		Charge-up now uses Tesla Coil emitters.
	
	
		Increased Health/Armor from 250 &gt; 275.
	



	MAD Tank
 


	
		Fixed difficulty entering the vehicle (also applies to Lunar Angry Tank).
	
	
		No longer deal too much damage to friendly buildings.
	
	
		Texture fixed.
	



	Christmas Titan
 


	
		Is now a shared preset. Can be used on any map for fun events.
	



	General Air Changes
 


	
		Now players can refill multiple Helicopters on the same pad, and don't have to leave/rejoin the Helipad or Refill Pad zone for it to work.
	
	
		Helipad Zone height now matches Refill Pad zone height (was shorter previously), and Helipad/Refill Pad zones have been expanded sideways by half a meter in each direction.
	
	
		Airplane hitboxes adjusted to be slightly smaller, and slightly reduced the size of the MiG worldbox.
	



	Hind
 


	
		Weapon now has a (subtle) wind down, instead of immediately stopping.
	
	
		No longer has the full spinup arc whenever firing.
	
	
		Slightly increased effectiveness vs BTR.
	
	
		Slightly decreased effectiveness vs Ranger (and armor/health deplete at the same time like they do with other light vehicles).
	



	General Naval Changes
 


	
		300 credit cost increase for nearly all Naval units.
	
	
		Gunboat, Destroyer, and Helicarrier all have new sonar ability to detect Subs.
	
	
		Passive sonar markers have been removed from all Submarines.
	
	
		Subs are now radar invisible to enemies.
	
	
		Redeye and Strela no longer lock on to Ships and Subs.
	
	
		Reduced Shock Trooper and Rocket/RPG effectiveness against Ships and Subs by 20%.
	
	
		AntiSub warhead effectiveness against DeepSub increased to 1.5 (was 1.25).
	
	
		Explosive warhead effectiveness against DeepSub increased to 0.75 (was 0.375).
	
	
		Water warhead effectiveness toward vehicles is now 50%. Gives more grace period for LST drop-offs.
	
	
		All naval units' force entry time changed from 3s to 1s.
	
	
		Subs now dive slightly faster and move faster.
	
	
		Drag added to depth charges.
	
	
		Reduced projectile extensions on depth charges significantly.
	
	
		Added horns for all surface ships, including dinghies.
	
	
		Projectile Extensions added to torpedoes.
	
	
		Expanded Naval Factory repair zones by 20m to the left and right.
	



	Dinghy (Allied and Soviet)
 


	
		Now available for purchase at naval factories, even when the naval factory is destroyed. A small, sleek motorboat costing 200, they allow infantry to fire their personal weapons while driving.
	



	LST
 


	
		Most ground vehicles can now stow and unstow on the LST, using the stow/unstow key (default: P).
	
	
		Fixed camera.
	



	Gunboat
 


	
		Updated model.
	
	
		Now fires a spread of 5 depth charges, with 1 always firing center to guarantee a hit.
	
	
		Depth charge initial and explosion damage reduced to 11 (was 55).
	



	Attack Sub
 


	
		Now has a deck gun (right click to fire at surface targets).
	
	
		Health/armor down to 250 (was 300).
	
	
		Torpedo velocity increased to 40 (was 38).
	
	
		Torpedo turn rate decreased to 1 (was 10).
	



	Destroyer
 


	
		Replaced depth charges with dumb-firing variant of primary fire.
	
	
		Halved projectile extensions.
	



	Helicarrier
 


	
		Now available for purchase for Soviets at Tech Level 4.
	
	
		Cost: 1000
	
	
		The Soviet answer to Allied naval staying power, this multi-purpose support ship wields a powerful rocket turret to bolster the Soviets’ position in naval encounters.
	
	
		May dock, rearm, and repair the health (not shields) of friendly helicopters. Uses new cargo stowing logic to handle this.
	
	
		Can ping with Q in case of stolen submarines.
	



	Cruiser
 


	
		Cost increased to 2400 (was 2300).
	
	
		WeaponTiltMin increased to 3 (was 2.5).
	
	
		SALVO fire introduced as secondary (Burst fires all barrels at once)
	



	Missile Sub
 


	
		Cost reduced to 1200 (was 1450).
	
	
		Swapped warhead on secondary fire to AntiAircraft (was AntiAircraft2).
	
	
		Enabled firing without lock-on for secondary weapon.
	
	
		AA shot damage increased to 45 (was 30).
	
	
		AA shot velocity increased to 100 (was 75).
	
	
		AA shot turn rate increased to 250 (was 225).
	
	
		Ballistic range increased to 365 (was 345). This allows the Missile Sub to hit targets at maximum targeting range.
	
	
		Primary fire no longer follows the mouse cursor in flight. 
	
	
		Secondary fire now uses the Mammoth explosion, buffing it VS infantry. 
	
	
		Increased primary rate-of-fire to .25 (was .23).
	



	Building ChangesCamo Pillbox
 


	
		Now has a radar blip, only visible to friendlies.
	
	
		Now uses the correct material settings.
	



	Ore/Gem Silo
 


	
		The ladders are now climbable.
	
	
		Added splash damage blockers. Repairing infantry are now better-protected from artillery units dealing splash damage on the other side of the Silo.
	
	
		No-C4 zones are now proxied instead of added manually on each flying map.
	



	Service Depot
 


	
		Destroyed models have fewer pieces sitting underground.
	



	Soviet Airfield
 


	
		Fixed missing damage/explosion aggregate.
	



	Construction Yard
 


	
		Fixed a stuck spot at the deployed MCV model.
	



	General Map Changes
 


	
		Adjusted times on Rock Trap and Wasteland to 8 minutes.
	
	
		Fix: RPG/Rocket after Barracks destruction are now available on the maps where previously they weren’t.
	
	
		Shifted some jukebox tracks around.
	
	
		Updated/replaced some existing terrain textures; added some new terrain textures.
	
	
		Added gems to the center island on Coastal Influence..
	
	
		The timer for DM maps is now 10 minutes (was 8 minutes).
	



	Assault Seamist
 


	
		Added 3 Soviet LST spawns at the start of the match.
	
	
		Added detailed tunnels beneath the Allied base, connecting to the hill out front, a basement of one of the destroyed houses, and a destroyed Pillbox in the field. The tunnel has a team-locked door for the Allies.
	
	
		A new, taller watchtower was added at the Soviet base.
	
	
		Endgame cruisers (Allied win) have an easier time hitting the Soviet base.
	
	
		Replaced most of the rocks.
	
	
		Added radio towers out-of-bounds.
	
	
		Cleaned up the shoreline.
	
	
		Adjusted stillwater mesh and added some to the trench.
	
	
		Added more hedgehogs.
	
	
		Adjusted vehicle unfriendly terrain near destroyed Pillbox.
	
	
		Adjusted underwater terrain.
	
	
		Cleaned up water blending.
	
	
		The rock cliff outside the Allied base has been made unclimbable except the center.
	
	
		Sandbags added on top of the rock cliff outside Allied base.
	
	
		Added trees on Allied hill.
	
	
		Added a boulder to block mid-map V2 hits on Radar Dome.
	
	
		Cleaned up and added more ambient sounds.
	
	
		Soviet starting vehicles now have player spawn requirements for 1 LST and 1 Supply Truck.
	
	
		Soviets start with Chinook at 12 player count.
	
	
		Added rocks near the Allied base on the large beach.
	
	
		Fixed the Dave's Arrow appearing in the Allied base after reinforcements are called.
	



	Christmas 2020
 


	
		Removed "factory busy" Rocket Soldier from sidebar when the Barracks is destroyed.
	
	
		GDI Titan removed from the poke terminal and added to the sidebar. Previous poke terminals have simply turned into general purchase terminals.
	
	
		GDI Titan now has Santa Hat radar blip.
	



	Christmas Fissure
 


	
		Removed extra credit trickle.
	



	Guard Duty
 


	
		Exchanged concrete walls with chainlink fence behind Allied base.
	
	
		Added Allied gem field.
	
	
		Added destroyed Yak props.
	
	
		Shrank Soviet ore field.
	
	
		Adjusted fence behind Soviet Barracks.
	
	
		Shifted Refinery Flame Tower closer to Refinery and water line.
	
	
		Widened land bridge next to Soviet Refinery.
	
	
		Added an additional AA Gun.
	
	
		Shifted Camo Pillbox further forward.
	
	
		Lowered flight ceiling from 150m &gt; 135m
	
	
		Raised the lakebed on a couple spots to allow vehicle traversing between side lanes to center lane.
	
	
		Raised lakebed around the bridge to allow infantry to cross without needing to swim.
	
	
		Added some foliage.
	
	
		Raised western rocks to cut line-of-sight.
	
	
		Lowered hill beside Allied Construction Yard.
	
	
		Shifted fence behind the Soviet Barracks.
	
	
		Fixed terrain holes.
	
	
		General vertex cleanup.
	
	
		Adjusted lighting.
	
	
		Adjusted ambient sounds.
	



	Hostile Waters
 


	
		Added Helipad for Soviets. They can now purchase Hinds and Chinooks.
	
	
		Allies can now purchase Mobile Gap Generators and Mobile Radar Jammers which arrive through teleportation using Chrono animation
	
	
		Replaced the Allied Refill Pad with a Service Depot.
	
	
		Sergeant/Captain can be purchased again.
	
	
		Costly Rocket/RPG Troopers are now available for purchase.
	
	
		Added 2 Dinghy startup spawns for each team.
	
	
		Supply Truck spawns rotated 180°.
	
	
		Added tiny icebergs.
	



	Hostile Waters Paradox
 


	
		Adjusted purchase lists to remove temp Technician/Engineer.
	
	
		Tooltips added.
	
	
		Engineer has been moved down in the sidebar list.
	



	Lunar Paradox
 


	
		Fixed general bug reports.
	



	North By Northwest
 


	
		Pillbox count swapped: 1 camo, 2 regular.
	



	Ridge War
 


	
		Lowered and reorganized Allied base.
	
	
		Added 2 capturable Ore Silos to the center of the map.
	
	
		Removed Ore Silos from bases.
	
	
		Added a Pillbox and AA Gun.
	
	
		Added a basement to the destroyed Soviet Refinery.
	
	
		The back side of the Soviet base is now walled off from vehicles by trees.
	
	
		Adjusted Flame Tower positions.
	
	
		Swapped locked doors at destroyed Allied Service Depot.
	
	
		Added vehicle blockers to rearmost routes to the bases.
	
	
		Lowered flight ceiling by 30m for planes, 20m for helicopters.
	
	
		Increased fog distance by 100m.
	



	Shallow Grave
 


	
		New/returning map that’s been remade.
	
	
		Terrain largely resembles the old size, but has been reshaped in some areas for much better visual and gameplay standards.
	
	
		The map allows the highest Tech Level for purchases, but be aware that due to the nature of the naval gameplay, Cruisers are unavailable.
	
	
		Features three islands on the lake in the center. Two of them have harvestable gems perfect for a Naval Transport + Ore Truck combo. The third, center island has a capturable Gem Silo. Due to the denser nature of the center island, Chrono Tanks cannot teleport there, although Naval Transports can still deliver ground vehicles.
	
	
		Features a Yak spawn on the southwest corner of the map. Players from each team may race to grab this vehicle. While there are no anti-air defenses in either base, the only refill stations are the Service Depots which will require more precise and clear landing zones than an Airfield.
	



	Stormy Valley
 


	
		Fixed weather.
	
	
		Added a destroyed SD in each position that the living ones exist on SunnyValley.
	



	The Woods Today
 


	
		New/returning map that’s been remade.
	
	
		Destroyed Allied assets can be found in the Soviet base, indicating a hasty retreat and rebrand.
	
	
		Features new assets for houses, rocks, and trees.
	
	
		Special [redacted] feature.
	



	Under
 


	
		Re-allowed Attack Sub and Gunboat purchases.
	
	
		Expanded upper area near ore fields.
	
	
		Added more ice islands.
	
	
		Added 2 gem islands.
	
	
		Added some line-of-sight blocking to Allied tunnel path.
	
	
		Rearranged Soviet Silo and Flame Tower.
	
	
		Adjusted LST landing zones.
	
	
		Added some trees outside the Soviet base.
	
	
		Cleaned up some blending.
	



	Volcano
 


	
		Added ore field script zones to the islands that feature visible ore.
	
	
		Shifted Soviet Refinery 7m closer to the ore field.
	
	
		Adjusted terrain to make it easier for LST landing zones.
	
	
		Adjusted lava zone.
	
	
		Fixed blending issues.]]></description><enclosure url="https://w3dhub.com/forum/uploads/monthly_2026_05/app_apb_heading.webp.8a24a9e2f2d65645fc2290dfed53855e.webp" length="63912" type="image/webp"/><pubDate>Fri, 01 May 2026 18:36:28 +0000</pubDate></item><item><title>Red Alert: A Path Beyond Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450261-red-alert-a-path-beyond-game-night/?do=findComment&comment=763230]]></link><description>On May 3rd at 7 PM GMT</description><pubDate>Sat, 11 Apr 2026 19:27:49 +0000</pubDate></item><item><title>Red Alert: A Path Beyond Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450260-red-alert-a-path-beyond-game-night/?do=findComment&comment=763229]]></link><description>[blurb]On May 2nd at 7 PM GMT[/blurb]</description><pubDate>Sat, 11 Apr 2026 19:27:04 +0000</pubDate></item><item><title>Red Alert: A Path Beyond Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450259-red-alert-a-path-beyond-game-night/?do=findComment&comment=763228]]></link><description>[blurb]On May 1st at 7 PM GMT[/blurb]</description><pubDate>Sat, 11 Apr 2026 19:25:23 +0000</pubDate></item><item><title>Red Alert 2: Apocalypse Rising Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450258-red-alert-2-apocalypse-rising-game-night/?do=findComment&comment=763227]]></link><description>[blurb]On April 25th at 7 PM GMT[/blurb]</description><pubDate>Sat, 11 Apr 2026 19:23:40 +0000</pubDate></item><item><title>Red Alert 2: Apocalypse Rising Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450257-red-alert-2-apocalypse-rising-game-night/?do=findComment&comment=763226]]></link><description>[blurb]On April 23rd at 7 PM GMT[/blurb]</description><pubDate>Sat, 11 Apr 2026 19:22:05 +0000</pubDate></item><item><title>Interim Apex Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450256-interim-apex-game-night/?do=findComment&comment=763225]]></link><description>[blurb]On April 18th at 7 PM GMT[/blurb]</description><pubDate>Sat, 11 Apr 2026 19:21:15 +0000</pubDate></item><item><title>W3D and W3X Export Tools for 3DS Max 2023 version 1.9.0 released!</title><link><![CDATA[https://w3dhub.com/forum/topic/450214-w3d-and-w3x-export-tools-for-3ds-max-2023-version-190-released/?do=findComment&comment=763119]]></link><description><![CDATA[I have released a new version of the W3D and W3X export tools. These are built to work with 3DS Max 2023 and contain various fixes.
 


	This pack contains:
 


	
		W3D Exporter for 3DS Max 2023 - New tools for Max 2023 to export W3D files
	
	
		W3X Exporter for 3DS Max 2023 - New tools for Max 2023 to export W3X files
	
	
		W3D Viewer -  A model viewer for W3D files
	
	
		W3D Dump - A tool to open W3D files and see the contents
	
	
		The source code to to the W3D Exporter, W3X Exporter, wdump.exe and memorymanager.dll
	



	Read the readme.txt file for details of how to install the plugin and notes about how to use it.
 


	Please test this and please report any bugs to me so they can be fixed.
 


	If you have any questions, you can find me here, on the w3dhub discord, on the 3rd Age discord, the SAGE Engine Modding discord or various other C&amp;C discord groups.]]></description><pubDate>Sat, 07 Mar 2026 10:41:38 +0000</pubDate></item><item><title>Red Alert 2: Apocalypse Rising Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450199-red-alert-2-apocalypse-rising-game-night/?do=findComment&comment=763094]]></link><description>[blurb]On March 1st at 8 PM GMT[/blurb]</description><pubDate>Sun, 15 Feb 2026 22:37:05 +0000</pubDate></item><item><title>Interim Apex Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450198-interim-apex-game-night/?do=findComment&comment=763093]]></link><description>[blurb]On February 25th at 8 PM GMT[/blurb]</description><pubDate>Sun, 15 Feb 2026 22:36:11 +0000</pubDate></item><item><title>Red Alert: A Path Beyond Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450197-red-alert-a-path-beyond-game-night/?do=findComment&comment=763092]]></link><description>[blurb]On February 24th at 8 PM GMT[/blurb]</description><pubDate>Sun, 15 Feb 2026 22:35:35 +0000</pubDate></item><item><title>Battle for Dune: War of Assassins Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450196-battle-for-dune-war-of-assassins-game-night/?do=findComment&comment=763091]]></link><description>[blurb]On February 23rd at 8 PM GMT[/blurb]</description><pubDate>Sun, 15 Feb 2026 22:34:43 +0000</pubDate></item><item><title>Expansive Civilian Warfare Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450195-expansive-civilian-warfare-game-night/?do=findComment&comment=763090]]></link><description>[blurb]On February 22nd at 8 PM GMT[/blurb]</description><pubDate>Sun, 15 Feb 2026 22:33:39 +0000</pubDate></item><item><title>Tiberian Dawn: Ground Zero Update #7</title><link><![CDATA[https://w3dhub.com/forum/topic/450193-tiberian-dawn-ground-zero-update-7/?do=findComment&comment=763084]]></link><description>[blurb][/blurb]
 


	
 


	Hello, and welcome to this long overdue Tiberian Dawn: Ground Zero update! Wheels may have been turning a little slowly due to exterior factors, but they have been turning! It's about time we show off some of the fruits of these endeavors!
 


	REFINERY
 


	We finally have the last of ACK's original structures set up and ingame! Thanks to @ TeamWolf , the Refinery is on the battlefield at long last! It should be noted that the interior is due for a rework, but this will give an idea of what to expect from a broad perspective. Plus, it is nice to see this structure properly ingame and not just in renders! 
	 
	
 


	
 


	
 


	FLAME TANK
 


	Now we come to a two-parter of this blog that I like to designate as the " @ Romanov is amazing" segment! He has generously modeled out for us a new Flame Tank! 
	 
	In-game, this vehicle will act as a "battering ram" of sorts. While it sports relatively low range, it more than makes up for it with frightening damage output and the strongest armor in the entire Nod arsenal. When escorted by units able to handle ranged threats, a Flame Tank will make short work of structures and infantry battalions alike, while also packing a serious punch against any vehicle that dares to get too close.
 


	
 


	
 


	STEALTH TANK
 


	Part 2 of the "@ Romanov is amazing" segment! The two vehicles I anticipated having the most difficulty getting models for just happened to be the two he decided to whip up for us! Everybody stroke his ego and give Krystal a sandwich!
 


	In-game, the Ezekiel's Wheel Stealth Tank will be the ultimate vehicle hunter. While it won't have the armor to survive a direct encounter, it does sport the Lazarus Shield cloaking technology, giving the vehicle the ability to seemingly vanish into thin air. While cloaked, it maneuvers into position to ambush GDI armor, ripping them to pieces with powerful missiles, before disappearing into the ether once again.
 


	
 


	
 


	VEHICLE SCOPES
 


	This is a feature that AR players may already be familiar with thanks to the Sniper IFV, but in case you aren't familiar, we now have the ability to give sniper scopes to vehicles. This is a feature we'll be making extensive use of in GZ given how much it will come in handy for the long range combat you can expect.
 


	Here's an early example of what this will look like on the Apache. In addition to the scope, though, eagle eyed viewers might spot something else hidden in plain sight...
 


	
 


	CONCLUSION
 


	And that's that for now! It might be a moment before we return as I assist APB on the Naval side and BfD with audio for their vehicle release, but our wheels will still be turning! Ta~ta for now!</description><pubDate>Sun, 15 Feb 2026 18:23:46 +0000</pubDate></item><item><title>1.2.3.3/1.0.1.3 Release (Major stability improvements and bug fixs)</title><link><![CDATA[https://w3dhub.com/forum/topic/450166-12331013-release-major-stability-improvements-and-bug-fixs/?do=findComment&comment=763033]]></link><description>[blurb]The PLECOSTOMUS have grown fat on people's internetz for far too long, it&#x2019;s time for them to go on a diet.[/blurb]This release contains massive stability improvements (for the server), some rework to the crime system and treasure chests, and tons of bug fixes.New Stuff
 


	
		Treasure chest system has been reworked:
		
			
				There are now only 3 treasure chests at the bottom of the ocean instead of 20.
			
			
				Treasure chests are now generated once every 1-3 days after a chest was found.
			
			
				Treasure chest locations are now saved between games, so even if the server restarts/crashes the chests will be in their same spot on the next load.
			
			
				There is now a treasure map that gives hints where the treasure chests are located.
			
			
				Treasure chests are now worth $25,000,000 to $50,000,000.
			
			
				
			
		
	
	
		Players will now see security cameras scattered around the map, while in line of site of these cameras any crime committed will go toward the players bounty (previously only 10% of the crime was counted when out of line of site of cops, now 0% is counted but obviously with cameras the chances of being spotted is much higher). There is also now a high score for killing these cameras.
	
	
		The crime system now has indicators below the radar on the HUD:
		
			
				Green (Pathfind Icon) means you&#x2019;re in a pathfindable zone, you must be in pathfind in order to gain bounty.
			
			
				Yellow (Camera/Eye) means you are in line of sight of a security camera (newly added all over the map) or a police officer/vehicle, this is required to gain crime stats.
			
			
				Red (Hand Cuffs) means you can be arrested/killed to get the bounty, for the most part this requires you being in a path findable areas, and having been in game for a few minutes.
			
			
				
			
		
	
	
		Mars Rover can now over heat, running the laser too long will cook the driver (there may or may not be a perk that will extend the time the laser can be run without cooking the driver). There have been some new high scores added related to this as well.
	
	
		I'm shipping the original release with a slimmed down version of scripts, that seems to decrease blackscreen issues (this is just a trial run) in order to host locally you'll need to rename scriptsFull.dll to scripts.dll.
	
	
		Beyond that there has been no new content as previously mentioned.
	



	Improvements/Tweaks
 


	
		TONS of pathfinding changes, for the most part the pathfind area is much smaller than it used to be; however, this also will improve stability (basically the issue was if a VEHICLE tried to pathfind out of certain spots, the pathfind network would overflow and choke itself if it couldn&#x2019;t figure out how to get to the target location). I&#x2019;m not promising 100% no crashes, but this is a MASSIVE improvement. Notes:
		
			
				Roofs and building interiors are no longer pathfindable.
			
			
				If you wedge yourself into a spot a cop car can't get, chances are it is out of pathfind, and if its not there is a chance that that spot can cause a crash.
			
			
				See Images bleow to get a better idea of how much smaller the pathfind area is now.
			
			
				
			
		
	
	
		Increased the resolution of the HUD_Main and made radar markers besides the star smaller (goal here is to make objective markers easier to see when lots of markers are on the radar).
		
			
				
			
		
	
	
		The Crime system now has different jail sentence times based on the crime committed, previously it was just randomly generated and the same for all crimes.
	
	
		Bail costs now cost roughly 10x as much as they used to.
	
	
		Special thanks to Seifmagdi, he reverse engineered &#x201C;Is_In_Pathfind_Sector&#x201D; previously I was detecting pathfind by testing if a bot moved toward a player which required a ton of extra checks and a lot more time to scan if the bot made the attempt, now the code can check it live.
	
	
		Added 21 more message in a bottle hints and updated several of the old ones.
	
	
		More train blockers now only exist when the train is near by (specifically the ones on the main land).
	
	
		Volorus Cervous now weighs more (this will make it slightly more sluggish to change directions).
	
	
		Being pathfind has been reduced certain events (Ants/Abominations) have to have been repositioned so they spawn in pathfind still.
	
	
		Several spots on the map have had their terrain smoothed out to make pathfinding easier (the ledge by the little park near the housing, the step drop off by the road and fountains, and the super steep hill by the bridge).
	
	
		Removed 309 draw calls from the main map, probably won&#x2019;t make any difference but you never know, could help lower end machines.
	
	
		Server crash dumps now report players in game as well as their locations, which will help me pin down other pathfind related crashes in the future.
	
	
		Cops will now go to the location of the criminal at higher wanted levels instead of just parking at the end of the block.
	
	
		Cat unlock code is now tied to a different thing (possibly something Mutant Assault related).
	
	
		Pole dancer payout has been reduced from 25 to 10.
	
	
		Renegade weapons now cost 10x what they used to, they were the stock Ren prices which made them horribly disbalanced once favorited.
	
	
		Nerfed the professional racer perk, it only does 2.5% instead of 10%.
	
	
		911 should now list all players that have a bounty over 50k.
	
	
		General code cleanup of several systems.
	
	
		Reduced how long players are counted for &#x201C;being seen&#x201D; (cops used to count a player as being in the line of sight for up to 15 seconds after last being seen, now this has been reduced to 5 seconds).
	



	Bug Fixes
 


	
		Fixed a crash with the original release that could cause the game to crash if there were too many human characters on the map at once.
	
	
		Fixed the LOD for the industrial train station and tunnels in A69&#x2019;s underground popping out too soon.
	
	
		Cops should no longer just forget about people that attacked them if those people don&#x2019;t have a wanted level currently.
	
	
		Fixed a bug that would cause cops to hate you forever even after you&#x2019;d died and lost your wanted level.
	
	
		Fixed a bug that would cause damaging cops/vehicles to count for multiple crimes instead of a single offense.
	
	
		Selected perks code will no longer overflow the text buffer if the player has a lot of perks with long names.
	
	
		Possible crash fixes with the high score system, although I don&#x2019;t think they could ever be hit, so its more of a fix for Visual Studio so its not throwing warnings anymore.
	
	
		Player cat and several other player characters no longer get armor and health they shouldn&#x2019;t.
	
	
		Phone no longer works while in the sewers, just too far under ground to get a signal.
	
	
		Tutorial house no longer sells for NaN.
	
	
		Fixed some bugs in how ECW&#x2019;s date calculations worked, in theory they could bug and cause undesired issues.
	
	
		Credit cards can now be charged vastly more, preventing players from being stuck in jail forever if they have large bounties.
	
	
		Fixed a script that was repositioning objects client side&#x2026; or suppose to at least&#x2026; to actually do so.
	
	
		Motel shades should now be in their correct positions instead of floating off the walls.
	
	
		Fixed some high scores not showing up on the in game reader boards.
	
	
		Ogel cat now has a high score for being killed.
	
	
		Fixed a bug that would cause multiple treasure chests to spawn in the same spot.
	
	
		Fueling technician perk now unlocks correctly.
	
	
		Fixed a bug with the Gmax Job that would give you tips for the Hazmat job instead.
	
	
		Fixed a script that wasn&#x2019;t sending the message from the player, which resulted in several high scores not being tracked correctly.
	
	
		Train job now tracks player squishes correctly.
	
	
		Players will no longer be able to pick up their own debt cards after dying.
	
	
		Fixed a bug that would cause cops to be unable to see players driving vehicles.
	
	
		Cops should no longer continue to unload their weapons if a friendly drives into their line of sight.
	
	
		Fixed several weapons being able to be refilled off the PT terminals that say "unavailable."</description><enclosure url="https://w3dhub.com/forum/uploads/monthly_2026_01/image.png.66d36a04420a1a71addad9a0df838ec9.png" length="921952" type="image/png"/><pubDate>Sat, 24 Jan 2026 19:31:43 +0000</pubDate></item><item><title>Red Alert: A Path Beyond Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450150-red-alert-a-path-beyond-game-night/?do=findComment&comment=762994]]></link><description>[blurb]
 


	On January 3rd at 8 PM GMT
 


	[/blurb]</description><pubDate>Sat, 03 Jan 2026 01:55:41 +0000</pubDate></item><item><title>Battle for Dune: War of Assassins Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450126-battle-for-dune-war-of-assassins-game-night/?do=findComment&comment=762964]]></link><description>[blurb]On December 26th at 8 PM GMT[/blurb]</description><pubDate>Tue, 23 Dec 2025 23:31:37 +0000</pubDate></item><item><title>RA2:AR - Update 0.9.0.9</title><link><![CDATA[https://w3dhub.com/forum/topic/450121-ra2ar-update-0909/?do=findComment&comment=762956]]></link><description><![CDATA[Celebrating the life of Udo KierLast month we were saddened by the unfortunate news that Udo Kier, who played the psychic mastermind Yuri in Red Alert 2 and Yuri's Revenge, sadly passed away at the age of 81. Udo's performance as Yuri in RA2 became one of those rare moments where an actor doesn’t just play a character—they reshape an entire community’s culture. His eerie performance as Yuri transcended his role as a simple RTS villain, becoming a cult figure in the world of strategy games that players would rally around and quote for decades to come.
 


	In memory of the great theatrical performance that Udo gave us in his role as Yuri, we have released a new patch which aims to introduce some of the spirit and flavour of Yuri's forces into Apocalypse Rising in order to carry on the legacy of Udo's impact on the Command &amp; Conquer Community. Credit to @ Battle Dreadnought  for the image below.
 


	
 


	R.I.P Udo Kier - 1944 - 2025
 


	Hail to the great Yuri.
 


	[blurb]The latest update for Apocalypse Rising is out, celebrating the life and influence of Udo Kier.[/blurb]
 


	Update 0.9.0.9
 


	The changelog for update 0.9.0.9 is below:
 




	 
 


	Yuri is Master!
 


	Head over to the discord for all of out latest updates.
 


	As ever, feel free to leave your feedback and we'll hopefully address the issues in the next update! We'll hopefully be focusing on performance moving forward whilst working on some new maps (as well as balance updates), so stay tuned in the new year for that!
 


	Have a very Merry Christmas and a Happy New Year!
 


	- @ OWA , @ moonsense715  and the AR Dev Team]]></description><enclosure url="https://w3dhub.com/forum/uploads/monthly_2025_12/GAME-NIGHT---YURI-02.jpg.51f61b603c3af7af022d709bef46c24d.jpg" length="1598865" type="image/jpeg"/><pubDate>Mon, 22 Dec 2025 01:08:31 +0000</pubDate></item><item><title>Apocalypse Rising makes it into the top 100!</title><link><![CDATA[https://w3dhub.com/forum/topic/450117-apocalypse-rising-makes-it-into-the-top-100/?do=findComment&comment=762952]]></link><description><![CDATA[A massive thank you to everyone who voted for us in the first round of the IndieDB Awards this year!
 


	We're proud to announce that we've made it into the top 100, which is incredible for a relatively small and obscure fan project like ours!
 


	There's now two days left to vote for us again to make it into the top 10, so we are calling upon your help again! Please help us put this ol' C&amp;C fan game into the public eye!
 


	You can vote for us by clicking the image below!
 


	
 


	[blurb]Comrades! We need your help to get into IndieDB's top 10! Head to IndieDB and support C&amp;C fan games like ours![/blurb]]]></description><enclosure url="https://w3dhub.com/forum/uploads/monthly_2025_12/Indie-of-the-year-2025_AR-vote-01.png.b0794952c8115ac8fb21c6d8370b3035.png" length="3254916" type="image/png"/><pubDate>Thu, 18 Dec 2025 22:00:09 +0000</pubDate></item><item><title>Vote for Red Alert 2: Apocalypse Rising in the Indie of the Year Awards!</title><link><![CDATA[https://w3dhub.com/forum/topic/450109-vote-for-red-alert-2-apocalypse-rising-in-the-indie-of-the-year-awards/?do=findComment&comment=762940]]></link><description>Hi folks! We haven't been eligible in a while, but since we released this year, we're in the running for ModDB's Indie of the Year Awards 2025!
 


	There's only 2 days left to vote, but your vote could help us break into the top 100!
 


	Please consider supporting us by leaving a vote at the link below!:
 


	Link: &#x2192; https://www.moddb.com/games/red-alert-2-apocalypse-rising
 


	
 


	[blurb]Nominate us for the Indie of the Year awards top 100![/blurb]</description><enclosure url="https://w3dhub.com/forum/uploads/monthly_2025_12/image.png.0829cb9a4dc0f51af938cec7a30b5361.png" length="1901038" type="image/png"/><pubDate>Mon, 08 Dec 2025 18:30:25 +0000</pubDate></item><item><title>Expansive Civilian Warfare Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450102-expansive-civilian-warfare-game-night/?do=findComment&comment=762932]]></link><description>On December 7th at 8 PM GMT</description><pubDate>Mon, 01 Dec 2025 15:49:46 +0000</pubDate></item></channel></rss>
